Light Enviroment shadow problems...

Only some shadows are rendered. causes map to look shit.

By Mikeyspike 1 year ago

GAHH! It's doing my tits in. I've spent around 5 hours looking for a fix.

When I compile my map once created with a Light_environment, only some shadows are rendered... I think a picture will best explain the problem:

IMAGE

As you can see, only the shadows from the red beams are cast upon the floor. It also causes shadows to not render in side of some non enclosed rooms.

Mip:

HERE!

Compile Logs:

VBCT Log

Hammer Log

What I've Tried:

  • Messing with the pitch of the light_environment,
  • Getting rid of no draw textures,
  • Using a shadow_controller entity,
  • Moving everything to world.
  • Splitting up big brushes.

So, what can I do?

13 posts 623 views

Replies

    • P1: Beggar
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    Colt_

    The compile log could be of possible help.

    So we can post anything here?
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    If those walls are entities they might not cast shadows. I'm not entirely sure, but try it without the walls tied to any entity.

    Bananite
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    AFIK the wall are just brushes. Haven't touched them "/

    Compile log: Compile Log

    I've skipped VVIS.exe as it looks like its going to take around 6 hours for it to compile. Surely that wouldn't be the problem as lighting is handled by VRAD.exe?

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    Devieus

    To be entirely honest, I'd rather see the map itself; I can't really imagine the compile log saying anything about this (though that might have reasons other than what's relevant here).

    Sentinel of the TV remote
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    Colt_

    Actually, not running VVIS can cause a wide range of problems, try compiling it with the VVIS on once. See if that helps.

    So we can post anything here?
    • P2: Drudge
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    Check your lightmaps.

    • P3: Peasant
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    Have you tried using a shadow entity? I think I had this problem before but I fixed it by adding some kind of shadow entity and giving it the same pitch as my env and sun entity (If you have one).

    AssassinsPromise
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    Logan Dougall

    Standard compile rather than a custom one would be nice to see. If vvis is taking hours with a basic block map like that then you've got other problems my friend :P From what I can see in that screenshot it should be a 3-5 minute compile max.

    Aside from that, check they're not brush entities (right click move to world) or 3D Skybox geometry you're trying to have display shadows in normal gameplay space (just won't happen).

    .awesome { Uberstylers:Club; }
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    Just a guess, but if you try splitting up your biggest brushes into two, instead of having one large one, it could get rid of the problem.

    Alternately, the best way to find out where your bug is, is to use cordon bounds, compile your map bit by bit to rule out what sections are fine.

    Problem, officer?
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    @Devieus

    Hmm, sorry, I'll leave that as a last resort. If I can't get it to work, I'll put it up.

    @Colt

    I'll do a compile with VVIS tonight, I don't really want to run it atm. I'll upload the log once I've done it if its still not working.

    @DoctorWaffles

    All textures have 16 as their value on the Lightmap value. Should it be different?

    @Fondlemyballs (no thanks...)

    I've tried that, didn't seem to make any difference. "/

    @Logan Dougall

    Ok, uploaded the standard Hammer compile log, without VVIS. I was wondering why it was taking so long, I did a google search and found out that apparently this is normal even for non complex maps. Someone else was having the same problem when he had a skybox implemented. However he said without one it was fine. Should I select everything at once and do it that way? There are quite a fair few brushes and don't really want to do it one by one.

    @Archanor

    I'll give that a try. Also, the only brushes that are casting a shadow are the ones with my custom(in the screenshot) red texture, and ( ones not in the screen shot) my blue and purple textures. I have used the other grey textures in another map, with out a skybox and just using normal light entities and that cast shadows. So, I don't really see how compiling my map bit by bit will help that much.

    Updates:

    @Logan

    Just moved everything to world and compiled, No dice "/

    @Archanor

    Tryed it out, didn't make a difference "/ hmm.

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